Medium Construct, Lawful Neutral
Armor Class 18
Hit Points 110 (13d8 + 52)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws CON +8, WIS +7
Skills Perception +6
Damage Resistances Force, Lightning, Thunder
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft, Passive Perception 17
Languages All Understands all languages but cannot speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Chrono-Reactive Matrix. The Chrono-Keeper adds its Wisdom modifier to its AC against opportunity attacks and reactions.

Temporal Anchor. While at least one Chrono-Keeper remains active, any teleportation or time-based effects (e.g., Time Stop, Misty Step) used within 60 feet fail unless the caster succeeds on a DC 17 spellcasting ability check.

Reinforcement Protocol. Upon being reduced to 0 hit points, the Chrono-Keeper triggers a spatial echo that summons two reinforced versions at the start of the next round, unless the Spiral Core has been stabilized.

Actions

Multiattack. The Chrono-Keeper makes two melee attacks.

Chrono-Blade (Melee Weapon Attack): +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 5 (1d10) force damage. The target must succeed on a DC 16 Wisdom saving throw or lose its reaction until the start of its next turn.

Chrono-Anchor (Recharge 5–6): The Chrono-Keeper slams its gauntlet into the ground, creating a 15-foot-radius field of temporal instability. All creatures in the area must succeed on a DC 17 Constitution saving throw or have their speed halved and suffer disadvantage on Dexterity checks and saving throws until the end of their next turn.

Bonus Actions

Phase Step. The Chrono-Keeper teleports up to 15 feet to an unoccupied space it can see

Description

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Habitat: Urban

TheMightyJoe52

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